CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 513

_id 88fa
authors Alkhoven, P.
year 1997
title Computer Visualisation as a Tool in Architectural Historical Research
source Architectural and Urban Simulation Techniques in Research and Education [Proceedings of the 3rd European Architectural Endoscopy Association Conference / ISBN 90-407-1669-2]
summary The historical city has been represented over time using various ways of drawing, modelling and simulation. Using different kinds of visual information as a basis, computer visualisation techniques are used in this presentation to reconstruct the urban development in the twentieth century of the town of Heusden and other towns. The resulting visualisation provides us with a tool for a better understanding of the dynamics of urban transformation processes, typologies and morphological changes. Though for most of these rather specific research questions the computer images proved adequate and useful, some morphological studies can well be carried out using more traditional techniques.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email patricia.alkhoven@konbib.nl
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 08:43

_id a35a
authors Arponen, Matti
year 2002
title From 2D Base Map To 3D City Model
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, I.17-I.28
summary Since 1997 Helsinki City Survey Division has proceeded in experimenting and in developing the methods for converting and supplementing current digital 2D base maps in the scale 1:500 to a 3D city model. Actually since 1986 project areas have been produced in 3D for city planning and construction projects, but working with the whole map database started in 1997 because of customer demands and competitive 3D projects. 3D map database needs new data modelling and structures, map update processes need new working orders and the draftsmen need to learn a new profession; the 3D modeller. Laser-scanning and digital photogrammetry have been used in collecting 3D information on the map objects. During the years 1999-2000 laser-scanning experiments covering 45 km2 have been carried out utilizing the Swedish TopEye system. Simultaneous digital photography produces material for orto photo mosaics. These have been applied in mapping out dated map features and in vectorizing 3D buildings manually, semi automatically and automatically. In modelling we use TerraScan, TerraPhoto and TerraModeler sw, which are developed in Finland. The 3D city model project is at the same time partially a software development project. An accuracy and feasibility study was also completed and will be shortly presented. The three scales of 3D models are also presented in this paper. Some new 3D products and some usage of 3D city models in practice will be demonstrated in the actual presentation.
keywords 3D City modeling
series other
email matti.arponen@hel.fi
more www.udms.net
last changed 2003/11/21 14:16

_id eb53
authors Asanowicz, K. and Bartnicka, M.
year 1997
title Computer analysis of visual perception - endoscopy without endoscope
source Architectural and Urban Simulation Techniques in Research and Education [Proceedings of the 3rd European Architectural Endoscopy Association Conference / ISBN 90-407-1669-2]
summary This paper presents a method of using computer animation techniques in order to solve problems of visual pollution of city environment. It is our observation that human-inducted degradation of city environmental results from well - intentioned but inappropriate preservation actions by uninformed designers and local administration. Very often, a local municipality administration permits to build bad-fitting surroundings houses. It is usually connected with lack of visual information's about housing areas of a city, its features and characteristics. The CAMUS system (Computer Aided Management of Urban Structure) is being created at the Faculty of Architecture of Bialystok Technical University. One of its integral parts is VIA - Visual Impact of Architecture. The basic element of this system is a geometrical model of the housing areas of Bialystok. This model can be enhanced using rendering packages as they create the basis to check our perception of a given area. An inspiration of this approach was the digital endoscopy presented by J. Breen and M. Stellingwerff at the 2nd EAEA Conferences in Vienna. We are presenting the possibilities of using simple computer programs for analysis of spatial model. This contribution presents those factors of computer presentation which can demonstrate that computers achieve such effects as endoscope and often their use be much more efficient and effective.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email mmm@cksr.ac.bialystok.pl
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 08:43

_id 411c
authors Ataman, Osman and Bermúdez (Ed.)
year 1999
title Media and Design Process [Conference Proceedings]
source ACADIA ‘99 Proceedings / ISBN 1-880250-08-X / Salt Lake City 29-31 October 1999, 353 p.
summary Throughout known architectural history, representation, media and design have been recognized to have a close relationship. This relationship is inseparable; representation being a means for engaging in design thinking and making and this activity requiring media. Interpretations as to what exactly this relationship is or means have been subject to debate, disagreement and change along the ages. Whereas much has been said about the interactions between representation and design, little has been elaborated on the relationship between media and design. Perhaps, it is not until now, surrounded by all kinds of media at the turn of the millennium, as Johnson argues (1997), that we have enough context to be able to see and address the relationship between media and human activities with some degree of perspective.
series ACADIA
email oataman@astro.ocis.temple.edu, bermudez@arch.utah.edu
more http://www.acadia.org
last changed 1999/12/02 07:48

_id 3509
authors Bourdakis, V. and Day, A.
year 1997
title The VRML Model of the City of Bath
source Proceedings of the Sixth International EuroplA Conference, europia Productions
summary The aim of this research project is to utilise VRML models in urban planning in order to provide easy-to-use visualisation tools that will allow non-experts to understand the implications of proposed changes to their city. In this paper, issues related to the construction and use of large urban models are discussed based on the authors' experience constructing the Bath computer model. Problems faced during the creation, translation and final adaptation of the original CAD model are presented, the solutions devised are demonstrated and suggestions regarding the management of similar projects are given.
series other
email V.Bourdakis@prd.uth.gr
last changed 2003/11/21 14:16

_id 1a91
id 1a91
authors Bourdakis, V.
year 1997
title The Future of VRML on Large Urban Models.
source The 4th UK VRSIG Conference
summary In this paper, the suitability and usability of VRML for urban modelling is discussed based on the experience gained by the creation of urban models of varying sizes, level of detail and use. Areas where the current VRML specification is failing to satisfy the needs of large-scale urban modelling are highlighted. Properties of a successful alternative or VRML3.0 specification are suggested and briefly discussed.
keywords 3D City Modeling, Development Control, Design Control
series other
email b.martens@tuwien.ac.at
last changed 2003/11/21 14:16

_id 2e36
authors Bourdakis, Vassilis
year 1997
title Making Sense of the City
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 663-678
summary Large-scale, three dimensional, interactive computer models of cities are becoming feasible making it possible to test their suitability as a visualisation tool for the design and planning process, for data visualisation where socio-economic and physical data can be mapped on to the 3D form of the city and as an urban information repository. The CASA developed models of the City of Bath and London's West End in VRML format, are used as examples to illustrate the problems arising. The aim of this paper is to reflect on key issues related to interaction within urban models, data mapping techniques and appropriate metaphors for presenting information.
keywords 3D City modeling, Urban Modelling, Virtual Environments, Navigation, Data Mapping, VRML
series CAAD Futures
email v.bourdakis@prd.uth.gr
last changed 2003/11/21 14:16

_id ccc0
authors Braithwaite, G., Radford, A., Huang, E. , Chang, T.W., Jones, D., Woodbury, R. and Sweeting, R.
year 1997
title The Computer Modeling of Development Proposals: A Routine Part of Development Control
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 123-132
summary This paper describes and discusses the aims and practicalities involved in the computer modeling of contentious development applications becoming accepted as a routine part of the processes of development control. It uses three case studies drawn from the University of Adelaide’s work with the City of Adelaide in Australia to delineate the role of 3D computer models of proposed new buildings and their immediate surroundings in the public understanding of the streetscape, neighbourhood context, overshadowing and overlooking implications of the proposals.
keywords 3D City Modeling
series CAADRIA
last changed 2003/11/21 14:16

_id 848a
authors Caneparo, Luca
year 1997
title Shared Virtual Reality for Architectural Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 431-442
summary The paper presents the implementation of a system of Shared Virtual Reality (SVR) in Internet applied to a large- scale project. The applications of SVR to architectural and urban design are presented in the context of a real project, the new railway junction of Porta Susa and the surrounding urban area in the city centre of Turin, Italy. SVR differs from Virtual Reality in that the experience of virtual spaces is no longer individual, but rather shared across the net with other users simultaneously connected. SVR offers an effective approach to Computer Supported Collaborative Work, because it integrates both the communicative tools to improve collaboration and the distributed environment to elaborate information across the networks.
series CAAD Futures
email luca.caneparo@polito.it
last changed 2003/05/16 18:58

_id d60a
authors Casti, J.C.
year 1997
title Would be Worlds: How simulation is changing the frontiers of science
source John Wiley & Sons, Inc., New York.
summary Five Golden Rules is caviar for the inquiring reader. Anyone who enjoyed solving math problems in high school will be able to follow the author's explanations, even if high school was a long time ago. There is joy here in watching the unfolding of these intricate and beautiful techniques. Casti's gift is to be able to let the nonmathematical reader share in his understanding of the beauty of a good theory.-Christian Science Monitor "[Five Golden Rules] ranges into exotic fields such as game theory (which played a role in the Cuban Missile Crisis) and topology (which explains how to turn a doughnut into a coffee cup, or vice versa). If you'd like to have fun while giving your brain a first-class workout, then check this book out."-San Francisco Examiner "Unlike many popularizations, [this book] is more than a tour d'horizon: it has the power to change the way you think. Merely knowing about the existence of some of these golden rules may spark new, interesting-maybe even revolutionary-ideas in your mind. And what more could you ask from a book?"-New Scientist "This book has meat! It is solid fare, food for thought . . . makes math less forbidding, and much more interesting."-Ben Bova, The Hartford Courant "This book turns math into beauty."-Colorado Daily "John Casti is one of the great science writers of the 1990s."-San Francisco Examiner In the ever-changing world of science, new instruments often lead to momentous discoveries that dramatically transform our understanding. Today, with the aid of a bold new instrument, scientists are embarking on a scientific revolution as profound as that inspired by Galileo's telescope. Out of the bits and bytes of computer memory, researchers are fashioning silicon surrogates of the real world-elaborate "artificial worlds"-that allow them to perform experiments that are too impractical, too costly, or, in some cases, too dangerous to do "in the flesh." From simulated tests of new drugs to models of the birth of planetary systems and galaxies to computerized petri dishes growing digital life forms, these laboratories of the future are the essential tools of a controversial new scientific method. This new method is founded not on direct observation and experiment but on the mapping of the universe from real space into cyberspace. There is a whole new science happening here-the science of simulation. The most exciting territory being mapped by artificial worlds is the exotic new frontier of "complex, adaptive systems." These systems involve living "agents" that continuously change their behavior in ways that make prediction and measurement by the old rules of science impossible-from environmental ecosystems to the system of a marketplace economy. Their exploration represents the horizon for discovery in the twenty-first century, and simulated worlds are charting the course. In Would-Be Worlds, acclaimed author John Casti takes readers on a fascinating excursion through a number of remarkable silicon microworlds and shows us how they are being used to formulate important new theories and to solve a host of practical problems. We visit Tierra, a "computerized terrarium" in which artificial life forms known as biomorphs grow and mutate, revealing new insights into natural selection and evolution. We play a game of Balance of Power, a simulation of the complex forces shaping geopolitics. And we take a drive through TRANSIMS, a model of the city of Albuquerque, New Mexico, to discover the root causes of events like traffic jams and accidents. Along the way, Casti probes the answers to a host of profound questions these "would-be worlds" raise about the new science of simulation. If we can create worlds inside our computers at will, how real can we say they are? Will they unlock the most intractable secrets of our universe? Or will they reveal instead only the laws of an alternate reality? How "real" do these models need to be? And how real can they be? The answers to these questions are likely to change the face of scientific research forever.
series other
last changed 2003/04/23 13:14

_id ec84
authors Cote, Pierre
year 1999
title Québec City Churches
source ACADIA Quarterly, vol. 18, no. 1, pp. 13-14
summary The following pictures come from a work in progress at the School of Architecture of Laval University, done in collaboration with the "Centre de développement économique et urbain de la Ville Québec" (CDEU). The 3D models from which the pictures were generated, have been created by students at the School of architecture (part of this work is illustrated). The project started at the beginning of the summer 97 by the modeling competition of Notre-Dame-de-Grâce Church, located in Québec City Saint-Sauveur neighborhood. The works continued during the summers of 1997 and 1998 and will resume this summer. To date, this ongoing project has given to nine students the opportunity to model 19 churches to a level of details useful to professionals.
series ACADIA
email pierre.cote@arc.ulaval.ca
last changed 2002/12/14 08:21

_id 40d7
authors Dalyrmple, Michael and Gerzso, Michael
year 1998
title Executable Drawings: The Computation of Digital Architecture
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 172-187
summary Architectural designs are principally represented by drawings. Usually, each drawing corresponds to one design or aspects of one design. On the other hand, one executable drawing corresponds to a set of designs. These drawings are the same as conventional drawings except that they have computer code or programs embedded in them. A specific design is the result of the computer executing the code in a drawing for a particular set of parameter values. If the parameters are changed, a new design or design variation is produced. With executable drawings, a CAD system is also a program editor. A designer not only designs by drawing but also programming. It fuses two activities: the first, drawing, is basic in architectural practice; and the second, progamming, or specifying the relation of outputs from inputs, is basic in computer system development. A consequence of executable drawings is that architectural form is represented by graphical entities (lines or shapes) as well as computer code or programs. This type of architecture we call digital architecture. Two simple examples are presented: first, the design of a building in terms of an executable drawing of the architects, Sangallo the Younger and Michelangelo, and second, a description of an object oriented implementation of a preliminary prototype of an executable drawing system written in 1997 which computes a simple office layout.
series ACADIA
email michael.dalyrmple@usa.net, 104164.341@compuserve.com
last changed 1998/12/16 07:42

_id 27
authors De Gregorio, R., Carmena, S., Morelli, R.D., AvendaÒo, C. and Lioi, C.
year 1998
title La Construccion del Espacio del Poder. Museo de la Casa Rosada (The Construction of the Space of Power. Museum of the "Casa Rosada" (Argentinean Presidential House))
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 212-217
summary The present work is part of the exposition "Francesco Tamburini, La ConstrucciÛn del Espacio del Poder I", exhibited in Rivadavia Cultural Center ( Rosario city), and in Casa Rosada Museum during 1997. The Exposition is based on an investigation program of the space that involves Casa Rosada, determining this space as the first piece of its collection. In 1995, when a group of argentines where visiting the picture gallery Pianetti (Jesi, Italy) there have been found some watercolours of Francesco Tamburini (1846-1890), planner of the main faÁades of the Government and author of many works. These watercolours have great value for architecture, and unknown by public, they have been the starting point of the Exposition. Among these argentines was Roberto De Gregorio architect, historian teacher of this school of architecture, and in charge of the historical investigation. C.I.A.D.'s specific work consists in converting in digital data Casa Rosada's faÁades. The two first stages, already completed, finished on the digital data conversion of facades, in front of Plaza de Mayo and Rivadavia street, with presidential access esplanade. Actually the work is centred on the two facades left and on the elaboration of an electronic model for the edition of a CD-ROM containing the information of the exposition.
series SIGRADI
email scarmena@agatha.unr.edu.ar
last changed 2016/03/10 08:50

_id dae5
authors Dodge, M., Smith A. and Doyle, S.
year 1997
title Visualising Urban Environments for Planning and Design
source Paper for the Graphics, Visualization and Social Sciences Workshop, 8-9 May 1997, Loughborough, UK
summary Contributed by Susan Pietsch (spietsch@arch.adelaide.edu.au)
keywords 3D City Modeling, Development Control, Design Control
series other
more http://www.geog.ucl.ac.uk/casa/pub/viz_social_sciences/viz_paper.html
last changed 2001/06/04 18:27

_id 2a09
authors Donath, Judith Stefania
year 1997
title Inhabiting the virtual city : the design of social environments for electronic communities
source Massachusetts Institute of Technology, Program in Media Arts & Sciences
summary The goal of this work is to develop an approach to the design of on-line social environments. My thesis is that, in order to foster the development of vibrant and viable online communities, the environment - i.e. the technical infrastructure and user interface - must provide the means to communicate social cues and information: the participants must be able to perceive the social patterns of activity and affiliation and the community must be able to evolve a fluid and subtle cultural vocabulary. The theoretical foundation for the research is drawn from traditional studies of society and culture and from observations of contemporary on-line systems. Starting with an analysis of the fundamental differences between real and virtual societies - most notably, the presence and absence of the body - the first section examines the ways social cues are communicated in the real world, discusses the limits imposed on on-line communities due to their mediated and bodiless nature, and explores directions that virtual societies can take that are impossible for physical ones. These ideas form the basis for the main part of the thesis, a design platform for creating sociable virtual environments. The focus of the discussion is on the analysis of a set of implemented design experiments that explore three areas of the platform: the visual representations of social phenomena, the role of information spaces as contexts for communication, and the presentation of self in the virtual world.
series thesis:PhD
email judith@media.mit.edu
more http://smg.media.mit.edu/people/Judith/Thesis/
last changed 2003/02/12 21:37

_id f7e8
authors Frazer, J.H. and Stephenson, P.
year 1997
title The Groningen Experiment
source Architectural Association Publications, publ. pend.
summary In its first five years, the Architectural Association's Diploma unit II developed the theoretical framework of an alternative generative process, using computer models to compress evolutionary space and time. This led to a prototype that could be demonstrated interactively and the launch on the Internet of an experimental evolutionary environment which attracted global participation, established a dematerialised model. The new phase of the programme has begun to externalise this conceptual model into constructed form, focusing on urban-scale evolution and other historical and natural examples of co-operative and ecologically i integrated development. The approach has been to consider metabolic processes as a way of understanding both the formal development of urban symbiosis and the specific problem of materialization. The city planning department of Groningen commissioned a small working prototype demonstration of a predictive urban computer model. The unit produced an evolving model which explains the transition from the past to the present, and projects future trajectories a "what if" model for generating, exploring and evaluating alternatives. The model mediates in scale, space and time: ; in scale between the urban context and the fine grain of the housing typologies ; in space between the existing fabric of Groningen and specific dwelling units ; in time between the lifestyle within the medieval core and the desires of the citizens of tile next century
series other
last changed 2003/04/23 13:14

_id 4278
authors Frazer, John
year 1997
title The Groningen Experiment
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 345-353
summary This paper first describes an experimental evolutionary and generative model for the city of Groningen in northern Holland and goes on to speculate on how such techniques could be broadened and applied to the possible global co-operative evolution of cities.
series CAADRIA
email sdfrazer@polyu.edu.hk
last changed 2003/05/17 07:54

_id c557
authors Fuchs, W. and Martinico, A.
year 1997
title The V.C.net--A digital study in architecture
source Automation in Construction 6 (4) (1997) pp. 335-339
summary The V.C.net project is an Internet-based educational and communication tool for the architectural community. Its goal is to encourage students from architecture programs across the country and around the world to examine problems and collaborate in the exploration of ideas through the World Wide Web. The central concept of the project involves the creation of a simulated, vital urban environment constructed from various forms of digital data. This `virtual city' will be comprised of projects executed by students of architecture and urban design in US and abroad. Projects will be proposed for specific sites and will reflect real-world questions as they are mirrored in the virtual world. The city exists as a heuristic tool and is not intended as a copy of any existing human habitat. The ultimate goal of the project is to create a dynamic platform to study the interrelationship of various forces effecting urban development: architecture, planning, civil engineering, economics, social sciences, etc. The project originates at the School of Architecture of the University of Detroit Mercy and is intended to be truly interdisciplinary.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 19:22

_id acadia18_226
id acadia18_226
authors Glynn, Ruairi; Abramovic, Vasilija; Overvelde, Johannes T. B.
year 2018
title Edge of Chaos. Towards intelligent architecture through distributed control systems based on Cellular Automata.
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 226-231
summary From the “Edge of Chaos”, a mathematical space discovered by computer scientist Christopher Langton (1997), compelling behaviors originate that exhibit both degrees of organization and instability creating a continuous dance between order and chaos. This paper presents a project intended to make this complex theory tangible through an interactive installation based on metamaterial research which demonstrates emergent behavior using Cellular Automata (CA) techniques, illustrated through sound, light and motion. We present a multi-sensory narrative approach that encourages playful exploration and contemplation on perhaps the biggest questions of how life could emerge from the disorder of the universe.

We argue a way of creating intelligent architecture, not through classical Artificial Intelligence (AI), but rather through Artificial Life (ALife), embracing the aesthetic emergent possibilities that can spontaneously arise from this approach. In order to make these ideas of emergent life more tangible we present this paper in four integrated parts, namely: narrative, material, hardware and computation. The Edge of Chaos installation is an explicit realization of creating emergent systems and translating them into an architectural design. Our results demonstrate the effectiveness of a custom CA for maximizing aesthetic impact while minimizing the live time of architectural kinetic elements.

keywords work in progress, complexity, responsive architecture, distributed computing, emergence, installation, interactive architecture, cellular automata
series ACADIA
type paper
email r.glynn@ucl.ac.uk
last changed 2019/01/07 11:21

_id ea30
authors Hubbard, P.
year 1997
title Diverging attitudes of planners and the public: an examination of architectural interpretation
source Journal of Architectural and Planning Research 14(4), pp. 317-328
summary Contributed by Susan Pietsch (spietsch@arch.adelaide.edu.au)
keywords 3D City Modeling, Development Control, Design Control
series journal paper
last changed 2003/05/15 19:45

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